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We follow our hero, Earthworm Jim, as he attempts to foil the evil Psycrows' plan to steal away the beautiful Princess What's-Her-Name
  • Emulator used: BizHawk 1.9.1
  • Aims for fastest time
  • Manipulates luck to save time
  • Takes Damage to save time
  • Uses death to save time
  • Abuses programming errors to save time
  • Played on hardest difficulty

Comments

Jumping from Gens 11b to BizHawk to make this movie was somewhat of a nightmare. I had previously completed this TAS on Gens months prior and importing the movie over, cause an immediate desync. Thankfully, re-doing the entire thing allowed me to find more time saves everywhere, so I see it as a blessing in disguise. As such, the re-record count on the BizHawk file is small. Combined with all the old movies and this one, I am well over 15K re-records

Background on this TAS

I originally started working on a TAS for Jim 2 back in 2013, but quickly lost interest after only finishing the first level, Anything but tangerines. Fast forward 2 years, and I got hit with a sudden drive to complete it and I completed it shortly after. Fast forward again, I get in contact with Athens, a known Jim speedrunner on twitch, and he and Falasion, another user on twitch, and I made new discoveries on both Jim 1 and 2. Later on, I completely re-do my old TAS and brought the time down more with new tricks and optimizations. The jump to Bizhawk allowed us to find more skips and clips, along with more optimizations, and brought down the time even more.

Tricks

Double Jump

When Jim is jumping, if you initiate a snot swing, the game thinks Jim is standing on the floor and sets his value to 0 for a short amount of frames. Pressing jump again, allows you to jump again. Depending on what kind of floor you are standing, timing for getting the double jump has either a tight timing or lenient window

Snot Swing

Initiating a snot swing while jumping, changes Jim's hitbox and allows him to go through certain walls and platforms

Manta Shield

Gives Jim invincibility for a certain amount of time but keeps him in a static position

Pressing B in Flying King

Orders you a large pepperoni pizza

The Whip

Allows you to kill enemies faster than shooting and getting rid of obstacles without stopping

Randomly Jumping

While it seems like I'm just jumping for no reason, if Jim is walking up steps or slopes, he takes longer to get to the top. Jumping up steps or slopes saves frames over just running

Levels

Anything but Tangerines

The very first thing you see, is Jim snot swinging from a snot trail up above. This is not normally possible as Jim's jump height isn't enough to reach up there. Using a double jump gives you enough height to reach up there. Another double jump is used to skip grabbing a pig to get rid of Bob and Number Four. There is one frame when Jim is falling off while falling from a hanging state, where he can jump, thus allowing a snot swing to save time. At the end of the level, you notice that Jim stops before Bob's fight scene, this is due to what we call, the Bob Despawn. Found by Athens by complete accident, having two squids on screen and shooting at the same time, causes Bob to not spawn when entering his cutscene trigger and ends the level immediately.

Lorenzo's Soil

The soil has weird properties in this game. You can jump through them, ledge grab, land on certain clumps even though it seems like you can't, and can even soft lock you by trapping you in unshootable dirt. With shooting the dirt on the right side of the screen and a well placed jump, you can avoid going down the opening and having to shoot away soil to get back up. Here's our first clip, using the snot swing, allows you to grab onto soil from below and skip going around. On Genesis, it's sometimes faster to mash shoot the dirt to avoid lag from occurring, which is big help during certain sections. Using another double jump, allows us to grab the chip butty faster and doing a snot swing ledge grab, skips shooting soil. The next ledge grab is what we call, the hard jump, due to being very easy to miss. If you jump and try to grab onto the ledge, it doesn't work. You have to be in a falling state for a ledge grab to occur. Another snot swing ledge grab, more double jumping, and we are at Pedro, the boss of this level. This is the hardest thing to do on difficult, due to how much damage Pedro can do and how shooting his larva is a task on it's own. The fight is mostly getting Pedro to go where I want him to and taking enough damage to survive the following levels.

Puppy Love 1

Five rounds on difficult, joy. Round 1 always has set patterns, you save time by dropping the flag and the first two puppies. Round 2 is where the randomness begins. Depending on where Jim stands and what he does with the puppies will determine what patterns you get. Taking damage from Peter saves time as opposed to catching all the puppies. The following rounds are just RNG manipulation to get the best patterns possible.

Villi People / Jim is now a blind salamander

Getting the three health energies at the beginning leaves me with barely enough health to survive this level. The first thing you see is Jim floating around while waiting for the floating sheep, which we dub granny due to the noise they make when they pop. Manipulating the sheep to follow Jim over to the wall, allows Jim to clip into the wall and skip the entire level. Manipulating the next set of sheep to clip again, allows us to skip the quiz and make our way to the end of the level.

Flying King

Manipulating the balloon to go where you want it go is a lot harder than it looks, especially when you are one hit away from dying. Shooting the snot obstacles before they spawn, alters their pattern. At the end of the level, Major Mucus is defeated at the earliest possible frame

Puppy Love 2

Another five rounds of RNG hell, this puppy love is the worst when it comes to manipulation. Everything I do is for a reason, even though it seems like I'm just standing still or diving for nothing. Taking a death gives Jim all his health back and gives us more puppies to drop.

Udderly Abducted

The first thing you notice, is that I do not pick up the cow as intended and go in a completely different path. Doing two double jumps in the section above, where the worm flag is, allows Jim to go past the barrier of the first milking barn, which extends really high up. Doing so, allows Jim to skip collecting all the cows and walk to the end of the level. Because you do not collect the first cow, the game does not load the next cow, which is needed for the barn gate to be lowered.

Inflated Head

This level is the reason why we take a death in Puppy Love 2. If Jim hit any light bulb when his animation is bouncing upwards, he gets an extra boost up. If you finsh the level without collecting any worms, the game will give you two worms for Hammer Head, thus, it's faster to collect only one worm.

Iso 9000

This level is completely broken. Originally, you have to collect two hamster wheels to power up incinerators so that Jim can go to the next section. Doing a somewhat precise jump, allows Jim to clip into the paper and fall under to the next section. Another jump toward the wall of paper, lets Jim fall to the final section and to the exit. Door chase is pretty straight forward, nothing really noteworthy here. Doing a double jump saves you from having to ledge grab to the top platform

Puppy Love 3

The last five rounds of RNG hell. This puppy love was a nightmare to manipulate, but nothing like round 2. Dropping puppies and taking a beating from Peter saves time, nothing else to explain

Level Ate

Pretty straight forward level, just get to the end without taking too much damage. By whipping the off switch and snot swinging at certain times, lets Jim land on the final grills without needing to turn them off. Flaming Yawn is more tricky on difficult due to the quicksand-esque cheese on the pizza. Shooting and walking over the middle pepperoni, manipulates Flaming Yawn to stay in the middle and come down immediately, instead of attacking first.

See Jim Run, Run Jim Run

The final level, Jim must race Psycrow to the alter to save Princess What's-Her-Name. Jumping after shooting the plasma gun, allows us to pass the fan blades from hitting Jim. One section of fan blades is spinning clockwise, which sends Jim right at a high rate of speed, letting him skip the falling walls or destroy them before they fall down. Because of weird hitboxes, you can jump in and out of the final fan blades without being damaged. Shooting the red oscillating balls, stops them in place for a short time, letting Jim collect the 'J' orb for a boost of acceleration. One last snot swing and a few jumps and once again, Psycrow has been thwarted.

Possible Improvements

In Tangerines, if you can somehow get enough height from a double jump, it's theoretically possible to skip the entire level. All three Puppy Loves are improvable if you can get consistent fast starts. Fast starts are when the game lags enough and psycrows feathers come out in a certain way after being hit with the bomb, if this happens, the next round text will show immediately and the next round begins. Every single round has the possibility of this happening, but we haven't figured out how to make it consistent. A possible better Pedro fight without taking as much damage to save time later. If you can somehow despawn the first cow in Udderly or go past the first gate without having the need to go from above, that would save a bit of time.

Special thanks to

  • Athens - for figuring out certain strats and accidentally finding the Bob despawn
  • Falasion - for helping figure out how stuff works, giving inspiration to the clips on Villi People, and being around in the middle of the night to bounce ideas off of
  • To the rest of the crew on Annelids with Attitude, you know who you are
  • To everyone who supported me while I beat my head against the wall during my TAS streams
I hope you enjoy this run as much as I had while making it.

Suggested Screenshots


Samsara: Re-fixed the video/image embedding.

Truncated: Judging.


TASVideoAgent
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This topic is for the purpose of discussing #4904: YamiAmarillo's Genesis Earthworm Jim 2 in 28:51.83
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I wouldn't want to have anything to do with optimizing Lorenzo's Soil. Well done, indeed!
BigBoct
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Very good watch, but holy shit did Puppy Love wear out its' welcome in a hurry. Voting Yes.
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This is the best TAS I've see in a long while. Its skips are so amazing and obvious that I'd even consider it for NewcomerRec. If not these Puppy Love levels. Damn, if there was only one, it's still be a star, but they had the cheek to put in there THREE of them! Now what gives me some hope is that it must be very improvable by knowing the exact RNG code, and using it to make him throw the puppets puppies the farthest, stuff like that. Unless you guys already have this all figured out. Have you? http://plasmon.rghost.ru/6BwmjBkLp/image.png
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
morningpee
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Great job, this blows other TASing attempts I've seen out of the water. Your RNG manipulation managed to make even Puppy Love watchable, EWJ2 speedruns never show the player getting mauled by the mother... multiple times.
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XYZ
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Joined: 12/9/2006
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Wow. One of the game of my childhood and even Genesis version, which I play and reached first 3 levels) In 2006 I find in SNES EW2 forum some WIPs, but not submitted movie. Are you watching this? Let’s see levels. Anything but Tangerines Good glitch skips. Lorenzo's Soil Same here. But in WIPs Aaron Haynes used more shooting from shoulders (looks like). Some entertainment. Puppy Love 1 Disputable issue began here. Taking damage? Or used easy/normal difficulty for small amount of rounds? You even not to try to use more movements of Jim. I used in normal playing this pillow so because it’s hard level. Where is jumps, risk, somersaults? Villi People / Jim is now a blind salamander Another WOW. Thank you. On real console I expend all continues here. Flying King Cool. Puppy Love 2 Another disputable issue in loosing life here. Udderly Abducted Coolest level in game and not annoying music here. Skipping like cheating. OK. Inflated Head Reason of previous death written in description. I don’t know. Good. Iso 9000 Hard level because dangerous big cabinet (they called so?) skipped fast. Cool. Puppy Love 3 Hmm. Level Ate Trivial. See Jim Run, Run Jim Run Simple go right. Thank you for this movie.
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Can't vote due to giving up at Puppy Love 2. Was upset that 1 went for five rounds and not three. Just kills the flow. Never played the game much anyway myself.
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What does the difficulty level affect other than amount of Puppy Love rounds?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Old good sega genesis classic. Easy yes vote, great run. Yeah, probably lower difficulty would be more preferable if it have less Puppy Love rounds.
I show you how deep the rabbit hole goes. Current projects: NES: Tetris "fastest 999999" (improvement, with r57shell) Genesis: Adventures of Batman & Robin (with Truncated); Pocahontas; Comix Zone (improvement); Mickey Mania (improvement); RoboCop versus The Terminator (improvement); Gargoyles (with feos)
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feos wrote:
What does the difficulty level affect other than amount of Puppy Love rounds?
Easy gives you 3 rounds, normal is 4, and difficult is 5. Btw, any chance you could send me the Lua file you have for puppy love? I want to mess around with it. I was debating using a Rom hack a friend made that gets rid of all the puppy loves, but I didn't know if that is allowed
Cat Gets Money
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I don't understand only one thing: does The Whip deal same damage to bosses? :o Why its never used for them :o
morningpee
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YamiAmarillo wrote:
feos wrote:
What does the difficulty level affect other than amount of Puppy Love rounds?
Easy gives you 3 rounds, normal is 4, and difficult is 5. Btw, any chance you could send me the Lua file you have for puppy love? I want to mess around with it. I was debating using a Rom hack a friend made that gets rid of all the puppy loves, but I didn't know if that is allowed
Difficulty level also affects how fast Psy-Crow runs in the final stage. In the hardest difficulty, he runs faster than you.
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YamiAmarillo wrote:
Easy gives you 3 rounds, normal is 4, and difficult is 5.
feos wrote:
What does the difficulty level affect other than amount of Puppy Love rounds?
YamiAmarillo wrote:
Btw, any chance you could send me the Lua file you have for puppy love? I want to mess around with it.
Once it's done.
YamiAmarillo wrote:
I was debating using a Rom hack a friend made that gets rid of all the puppy loves, but I didn't know if that is allowed
Nah. We need to crack the original. Hold on.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Psycrow doesn't run faster than you on difficult, he runs a little bit slower than Jim. Also, Pedro takes 40 hits on dif, 20 on normal, and 10 on easy to beat
Cat Gets Money
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Oh hey, there is actually a run of this now. The only Jim game I played, on PC (I remember that second level is not in the PC version). Nice job. Too bad Puppy Love is boring - I think you could consider them to be cutscenes, I only sat through the first session but then skipped the other ones. Having the hero only be 1 HP short of dying is always nice. It seems like a lot of planning went into HP management. The hot air balloon level, I feared was going to be a boring autoscroller but it ended so fast... The cow collecting level, I feared was going to be just that: Collecting cows slowly, but then you did some kind of shortcut that I didn't even know about. Very pleasant surprise - also all the wall clipping you did in other levels. Solid!
Jungon
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What I liked most about this TAS (together with the level skips) is the low health, constanty, especially that's what kept me going on Puppy Love 2 and 3, I kept wondering if you were going for death by Pete or maintaining, ... so, Yes vote =P
*Jungon*/*Johnnyz* smilie weirdo =P ^^ o.o @__@ +D
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Hm, it looks like the next unit to spawn in Puppy Love is just read from ROM sequentially, and is always the same every time you replay that level? Any insight before I test tomorrow?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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yes !
Former player
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feos wrote:
Hm, it looks like the next unit to spawn in Puppy Love is just read from ROM sequentially, and is always the same every time you replay that level? Any insight before I test tomorrow?
Bouncing all the puppies in a set, makes the following set be the exact same. Bouncing certain puppies only, changes everything. That's why you see Jim bounce certain puppies and dropping others, it's all to get better upcoming sets of puppies. Hope that answers your question
Cat Gets Money
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This looks like RNG used to randomly change position to read level config at (making decisions about Psycrow actions):
Language: asm

26:C2CE 48 E7 MOVEM.L {d0-a7}[70 00],-(SP) 26:C2D2 52 47 ADDQ.W #1,D7 26:C2D4 22 39 MOVE.L ($00FFA1D4),D1 26:C2DA 24 01 MOVE.L D1,D2 26:C2DC 5E 82 ADDQ.L #7,D2 26:C2DE D2 81 ADD.L D1,D1 26:C2E0 D2 81 ADD.L D1,D1 26:C2E2 26 01 MOVE.L D1,D3 26:C2E4 D2 81 ADD.L D1,D1 26:C2E6 D2 82 ADD.L D2,D1 26:C2E8 D2 83 ADD.L D3,D1 26:C2EA 23 C1 MOVE.L D1,($00FFA1D4) 26:C2F0 24 01 MOVE.L D1,D2 26:C2F2 48 42 SWAP.W D2 26:C2F4 B5 41 EOR.W D2,D1 26:C2F6 CE C1 MULU.W D1,D7 26:C2F8 48 47 SWAP.W D7 26:C2FA 4C DF MOVEM.L (SP)+,{a7-d0}[00 0e] 26:C2FE 4E 75 RTS 25:D682 E5 4F LSL.W #2,D7 25:D684 20 71 MOVE.L $00(A1,D7),A0
Will figure out when it's called and what it affects. Normally, it just reads from ROM consecutively, but this one makes it do jumps over code.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Cooljay
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Really fast movie. A lot of glitches and skips seen. The Puppy Love levels make this TAS look a lot longer than most of the other levels fast finishes. It's a still a yes vote from me though, I was entertained.
BigBoct
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Puppy Love is literally half of this run. :(
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Samsara
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YamiAmarillo wrote:
Psycrow doesn't run faster than you on difficult, he runs a little bit slower than Jim. Also, Pedro takes 40 hits on dif, 20 on normal, and 10 on easy to beat
If these changes plus less Puppy Love rounds are the only changes between difficulties, then I'd say that's enough to warrant using Easy to save as much time as possible. 6 less rounds of Puppy Love overall and a much faster Pedro fight with the rest of the run being theoretically exactly the same would do wonders for a run that's already very entertaining. Redoing everything on Easy for this submission isn't necessary by any stretch of the imagination, as the run definitely stands on its own, but if you choose to do a V2 I support lowering the difficulty. How do others feel about this? Easy seems justified to me, but I'm not familiar enough with the game to really make that call. Are there other, more drastic changes between difficulties that make the hardest difficulty the best choice for the TAS?
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
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Difficulty also affects how much damage you take, I think. One selling point of this run for me is seeing Jim at very low health at some points in the run.
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So far there has been found nothing in difficulty settings that makes gameplay more entertaining (google didn't help!). The opposite, in this case, Hard makes it way less entertaining than it would be. So yeah, using Easy is the best option. If it reduces damage, it's even better, as allows more HP management.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.